Battlefield: Europe MOD v2.4

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Uhu
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Re: Battlefield: Europe MOD v2.4

Post by Uhu »

Kas Narayda wrote: Thu Jan 16, 2025 9:19 am Has anyone won for the Axis on average difficulty?
Nope. I only achieved victories on higher difficulties. 8)
Patience, young Padawan (also I used tons of reloads). :)
Sure, I have maybe a special play style with the tons of reloads. But I have played this mod since 10 years continuously (OK, in the last two years not really anymore).
The last achievement was to beat it with 25% prestige and 50% xp. (That was really the limit.) So, there are still possibilities to discover. 8)
And I do not write this to boost my ego - I'm a mediocre player: I was many times beaten in the multiplayer version. I Just wrote it to show, that everything is relative and with enough time and passion, you can do most your goals.
Last edited by Uhu on Mon Mar 17, 2025 4:43 pm, edited 2 times in total.
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PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Would love to see replies from additional people who have won it!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
McGuba
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Re: Battlefield: Europe MOD v2.4

Post by McGuba »

PeteMitchell wrote: Mon Mar 17, 2025 3:33 pm Would love to see replies from additional people who have won it!
Me as well! :)

But unfortunately it looks like most players only play the mod and perhaps read the forums every now and then and never really write a feedback. And every feedback is invaluable as they help to further improve the mod itself, which is good for everyone. It is really important to understand what players like about the mod and what not so much.
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slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
Rimski_One
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Re: Battlefield: Europe MOD v2.4

Post by Rimski_One »

McGuba wrote: Mon Mar 17, 2025 10:00 pm
PeteMitchell wrote: Mon Mar 17, 2025 3:33 pm Would love to see replies from additional people who have won it!
Me as well! :)

But unfortunately it looks like most players only play the mod and perhaps read the forums every now and then and never really write a feedback. And every feedback is invaluable as they help to further improve the mod itself, which is good for everyone. It is really important to understand what players like about the mod and what not so much.
Yep, I still remember a year or so ago where I offered to do experimental things to see the limit of the Scenario to see if there can be some improvements on cheese and to provide feedback, and then my PC went kaput and I also had changes in my life. I intend on playing thru all 3 difficulties and will give feedback, hopefully. That is in the future as I am hardlocked on 100%ing the D2R mod.

There is a thing that I have wanted to add way before when I tried the moderate difficulty, and that is keeping the upgrade at any city function of the Moderate difficulty with the number of enemies and penalties of the other difficulties.

Best regards
Duedman
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Re: Battlefield: Europe MOD v2.4

Post by Duedman »

I think winning without reloads is quite a challenge. You need to know the ins and outs of the scenario.
Like Possible Partisan locations, Spawn time&locations of Bottom mines. Activation dates for immobile Soviet forces. Workings of Leningrad siege. Workings of Torch / Vichy capitulation. What awaits you in the first winter. Allied Fleet size in the Med. Events like Suez Counter Attack or Dieppe. And probably many more.

Once you played it for a bit, it becomes a lot easier.
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Most people won't win it on their first attempt, the same way the Germans didn't back then...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

I wonder what strategies have worked for version 2.4?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Duedman
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Re: Battlefield: Europe MOD v2.4

Post by Duedman »

I got a youtube playthrough of BE2.4.
It is in German and the autotranslated english subtitles are mediocre.
Also it was with Locarnus Addon which changes quite a bit. Making it easier in some regards.

But I just rushed the still immobile Russians with old equipment. The latest tank models are not that important if you reach the enemy while they can't move. Arty, Stratbombers and Recons (for full encirclement) do the trick
Giant Europe Mod 2.0 - Sea Lion 44 with no fuel:

http://www.slitherine.com/forum/viewtopic.php?f=145&t=95886

Youtube English & German
https://www.youtube.com/channel/UCeFP6sUZtRykYNbcVTVMxcg/featured
eskuche
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Re: Battlefield: Europe MOD v2.4

Post by eskuche »

Duedman wrote: Mon Apr 14, 2025 8:57 pm I got a youtube playthrough of BE2.4.
It is in German and the autotranslated english subtitles are mediocre.
Also it was with Locarnus Addon which changes quite a bit. Making it easier in some regards.

But I just rushed the still immobile Russians with old equipment. The latest tank models are not that important if you reach the enemy while they can't move. Arty, Stratbombers and Recons (for full encirclement) do the trick
Thank you for these. Have been watching on and off, and yes, the subtitles aren't super optimal...
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

PeteMitchell wrote: Mon Apr 14, 2025 8:13 pm I wonder what strategies have worked for version 2.4?
Any thoughts anyone?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

PeteMitchell wrote: Sat Apr 26, 2025 4:24 pm
PeteMitchell wrote: Mon Apr 14, 2025 8:13 pm I wonder what strategies have worked for version 2.4?
Any thoughts anyone?
Imho the same general strategies that worked previously in 2.3 also work for 2.4.
Except for getting the French and Balkan occupational infantry divisions later and some of them being weaker security instead of normal inf. Mostly making the timeframe after the initial traffic jam and before being able to purchase new units in 42 somewhat harder.

Imho as always the most important aspect is finding the right difficulty setting after playing/winning the first time.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Thanks, and in terms of grand strategies?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

PeteMitchell wrote: Sun Apr 27, 2025 5:11 pm Thanks, and in terms of grand strategies?
My only play with BE 2.4 itself was quite some time back and I mainly tried to get a good comparison with the 2.3 I was familiar with. So I played on normal difficulty (General) instead of trying to make it more challenging.

1) I somewhat reinforced the Afrika Korps while they stopped the initial push from the British in Afrika. Then Tobruk was captured, with reinforced Italian navy support (if prestige allows, playing on Rommel can change that). Later I slowly pushed beyond the Suez and prepared for Tunisia defense (if Tunis falls, Italy surrender is practically unstoppable).
2) Formed wolf packs in the Atlantic and waged that maritime trade war with naval bomber support. Every prestige point gained was a nice bonus, but priority was to not lose submarine units because I needed them later on for Sealion. Thus I rather destroyed fewer enemies and played it slower and safer. Repairing subs is also not cheap, so when the opposition increased, I just ceased Atlantic naval operations and preserved forces.
3) Main focus was the Soviet Union, so no early SeaLion. Initially ignored Leningrad and focused on taking Moscow while also advancing the South to Rostov. Kept the 3.7cm Pak 36 units back from roughly turn 2 onwards and stationed them in the German upgrade cities, so that they could be directly upgraded to 5cm Pak when available and moved to the front. I'm not sure when and how many strats I converted to fighters using the special upgrade options in Wien? I generally like that exchange, but don't remember how and when I did it in that 2.4 game.
4) Had a proper defensive line (with those 5cm Pak) ready to receive the enemy counterattack in the first winter while accounting for the 3 winter turns of strength losses. Then towards Stalingrad and Baku.
I don't remember if I sieged Leningrad eventually or if I stormed it directly, probably the latter in those days.
5) SeaLion after SU was practically defeated (fewer than 3 Soviet main victory hexes, which stops SU reinforcements from appearing). Make sure to not allow partisans to seize a victory hex in the rear, or the previously stopped reinforcements will be deployed at once, which is worse than them trickling in normally.

Timing is usually most important.

@McGuba: Hm, thinking about it, early focus on Moscow is much easier due to Leningrad and Kiev/South enemy units being so passive. What if triggers are introduced that would punish that "hindsight".
Eg if not enough units push towards Leningrad, then Leningrad activates even in 41.
If not enough units are West, South or East of Kiev, those units activate instead of letting themselves be encircled.
If not enough units stay West of the Brest to Minsk cauldron, those units try to break out towards Berlin or so?

That would diminish the players ability to play with hindsight and focus everything on Moscow.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Thanks a lot. Interesting that Leningrad and Kiev are less active now. Historically more accurate I would assume.

But what about strategies like UK first, or oil first, etc.?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Maybe we can keep the download links to the previous versions on the first page?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

PeteMitchell wrote: Mon Apr 28, 2025 4:34 am Thanks a lot. Interesting that Leningrad and Kiev are less active now. Historically more accurate I would assume.

But what about strategies like UK first, or oil first, etc.?
SU is a drastically increasing threat, while UK threatlevel is pretty manageable until it picks up in 44.
If UK gains the upper hand, then that is annyoing (Atlantic, Bombers, Afrika), but if SU gains the upper hand you might get squashed.

Oil first probably only shaves a few turns off from the mid 1942 rush to Baku, but the positive effects are delayed by 6 months on top of that.
Moscow first brings immediate benefits (prestige gain and fewer enemy reinforcements), perhaps even in late 1941 or in early 1942. Which can bridge the gap until longer 7.5cm guns arrive at the front and some other mechanics have played out (like strat bombers to fighters special trade).
Those other priorities can be a lot of fun, but the "traditional" path is most likely more effective.

Of course it all depends on the difficulty and timing.
The "traditional" path will be a lot less enticing if the difficulty is high enough to mess up the timings.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
Locarnus
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Re: Battlefield: Europe MOD v2.4

Post by Locarnus »

Duedman wrote: Mon Apr 14, 2025 9:16 am I think winning without reloads is quite a challenge. You need to know the ins and outs of the scenario.
Like Possible Partisan locations, Spawn time&locations of Bottom mines. Activation dates for immobile Soviet forces. Workings of Leningrad siege. Workings of Torch / Vichy capitulation. What awaits you in the first winter. Allied Fleet size in the Med. Events like Suez Counter Attack or Dieppe. And probably many more.

Once you played it for a bit, it becomes a lot easier.
McGuba wrote: Mon Mar 17, 2025 10:00 pm
PeteMitchell wrote: Mon Mar 17, 2025 3:33 pm Would love to see replies from additional people who have won it!
Me as well! :)

But unfortunately it looks like most players only play the mod and perhaps read the forums every now and then and never really write a feedback. And every feedback is invaluable as they help to further improve the mod itself, which is good for everyone. It is really important to understand what players like about the mod and what not so much.
In the first multiplayer match between HerzogSieg (Axis) and Duedman (Allies) the activation of the besieged Leningrad forces changed the dynamic in that sector.
The Axis did not prepare for it happening, since he played BE for the first time to this point. The besieged pocket was treated as a reliably static situation until then.

Same thing happens in the initial turns regarding the Minsk and Kiev pockets for practically everyone who has played BE before. Which allows non-blind Axis players to practically ignore the pocketed enemies, except for the units needed to trigger the surrenders (eg only one unit getting to Minsk). So nearly every other unit is free to rush to Moscow and towards the Don and so on.

I recently tested two scripts with randomness factor that may activate units from those pockets (eg 2 for Minsk, 4 for Kiev). It made the initial days much more uncertain and thus feel much less like a play by the book. Only tried singleplayer and still testing conditions and randomness factors. Imho with the right settings something like this can bring some variance to the early turns and limit the initial push towards Moscow?
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
eskuche
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Re: Battlefield: Europe MOD v2.4

Post by eskuche »

Locarnus wrote: Thu May 08, 2025 3:33 pm
I recently tested two scripts with randomness factor that may activate units from those pockets (eg 2 for Minsk, 4 for Kiev). It made the initial days much more uncertain and thus feel much less like a play by the book. Only tried singleplayer and still testing conditions and randomness factors. Imho with the right settings something like this can bring some variance to the early turns and limit the initial push towards Moscow?
I think this would be good. The way War in the East does it is reduced move points for all units in the initial pockets on turn 1; then, they have to be resupplied for further movement.
Also good would be actual explanation of vanilla triggers in the encyclopedia so it doesn't have to be a secret information game, which is, by the way, one of the major criticisms of PzC itself.
PeteMitchell
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Re: Battlefield: Europe MOD v2.4

Post by PeteMitchell »

Interesting idea to add a piece of randomness
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
Intenso82
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Re: Battlefield: Europe MOD v2.4

Post by Intenso82 »

PeteMitchell wrote: Thu Jan 23, 2025 6:20 pm Interesting thought, I wonder what it would mean to be able to upgrade the planes only at certain airports, same as with the tanks...
By the way, the transfer of Lend-Lease aircraft from US to the USSR via the Alaska - Far East route to the European part of the USSR took from 7 to 15 days.
It was about 6000 km in conditions of very bad weather and infrastructure.
PeteMitchell wrote: Mon Apr 28, 2025 4:34 am But what about strategies like UK first, or oil first, etc.?
I want to try the option of UK first.
In the next version.

By the way is there an approximate timeframe when it will be available?

I would like to see the late Soviet units.

Earlier there were options to block the Allied landings in Sicily, seems easier to implement than blocking the advance in Tunisia.
PeteMitchell wrote: Thu May 08, 2025 7:02 pm Interesting idea to add a piece of randomness
Yes interesting, but it would require 256 AI zones.
As well as deep scripting and deeper testing.
Which will increase in the number of options.....
[MOD] RUSSIA AT WAR:1941 - http://www.slitherine.com/forum/viewtopic.php?f=147&t=75743
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